05-23-2019, 11:26 AM | #41 | |
Join Date: Nov 2016
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Re: Skill level of an automated sentry gun?
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05-23-2019, 03:28 PM | #42 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Skill level of an automated sentry gun?
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05-23-2019, 07:26 PM | #43 | |
Join Date: Jan 2015
Location: UK
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Re: Skill level of an automated sentry gun?
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I'm not dead-set against allowing a Dodge roll, but whether Dodging is allowed or not, I'd still rule that a sentry turret We are, of course, assuming that the turret can identify the target as such and can accurately determine range and speed. Messing with these assumptions is, IMO, a more viable way to not get pumped full of hot lead. Last edited by CeeDub; 05-23-2019 at 07:29 PM. |
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05-23-2019, 07:50 PM | #44 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Skill level of an automated sentry gun?
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It makes more sense to me to work out the bonuses the system gets from targetting devices, from accuracy (and if I were giving Acc bonuses immediately, I'd grant the device Gunslinger so there's some advantage to having the system take a little longer - most weapon systems that aim guns benefit from this), from All-out Attack and bracing (if it got to aim), and from rate of fire. Having done that, work out what range it would expect to 'always' hit a non-dodging person at, and give it sufficient skill to have a 16- at that range, etc. Also, I would absolutely allow someone how knew they were about to be fired on a dodge, just as I would if they were about to be shot by a person. Aside from anything else, simply declaring 'the sentry turret always hits' means you need some separate roll to determine margin of success for automatic fire, and to check for a critical, so why not use the combat rules that already exist for this?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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05-25-2019, 05:30 AM | #45 |
Join Date: Jan 2015
Location: UK
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Re: Skill level of an automated sentry gun?
Good points.
In that case, I would probably give a sentry gun Innate Attack with Cosmic (No Die Roll Required, +100%) and a skill between 10 and 13, depending on its quality. That way, target range and movement would still affect the turret's aim normally, but the turret still hits as long as its effective skill is 3 or higher. Might also throw in Enhanced Tracking and Peripheral or 360° Vision. Dodging allowed, of course. :) Better? P.S.: I sincerely hope I don't come across as obstinate or anything. We're all here to learn how to be better players and GMs. |
05-25-2019, 01:53 PM | #46 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Skill level of an automated sentry gun?
It occurs to me that while for some roles a sentry gun will be set up and programmed to aim at a point target (what we've been talking about), for other situations they might well be set up to provide area denial, centred on top of any movement/target they pick up.
For this latter task they'd be using Suppression Fire (B409-410), probably firing for several seconds to cover a bigger area, and likely putting only 5 shots into each 2-yard wide zone. The zone(s) would of course be behind the observed target, so they and any of their friends present would be inside the 'beaten zone'.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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